コード例 #1
0
ファイル: VRInputHandler.cs プロジェクト: tomlangan/VRTD
    // Update is called once per frame
    void Update()
    {
        OVRInput.Update();

        //
        // Update buttons pressed
        //

        Dictionary <InputState.InputIntent, bool> Buttons = new Dictionary <InputState.InputIntent, bool>();


        if (DominantHand == OVRInput.Controller.LTouch)
        {
            Buttons[InputState.InputIntent.Selection]      = OVRInput.Get(OVRInput.Button.One, OVRInput.Controller.LTouch) || OVRInput.Get(OVRInput.RawButton.LIndexTrigger, OVRInput.Controller.LTouch);
            Buttons[InputState.InputIntent.MissileTrigger] = OVRInput.Get(OVRInput.RawButton.RIndexTrigger, OVRInput.Controller.RTouch);
        }
        else
        {
            Buttons[InputState.InputIntent.Selection]      = OVRInput.Get(OVRInput.Button.One, OVRInput.Controller.RTouch) || OVRInput.Get(OVRInput.RawButton.RIndexTrigger, OVRInput.Controller.RTouch);
            Buttons[InputState.InputIntent.MissileTrigger] = OVRInput.Get(OVRInput.RawButton.LIndexTrigger, OVRInput.Controller.LTouch);
        }


        //
        // Update input direction
        //

        Vector3 cameraPos = OVRCamera.transform.position;

        if (DominantHand == OVRInput.Controller.RTouch)
        {
            DominantHandRay.origin     = OVRInput.GetLocalControllerPosition(OVRInput.Controller.RTouch) + cameraPos;
            DominantHandRay.direction  = OVRCamera.rightControllerAnchor.forward;
            SecondaryHandRay.origin    = OVRInput.GetLocalControllerPosition(OVRInput.Controller.LTouch) + cameraPos;
            SecondaryHandRay.direction = OVRCamera.leftControllerAnchor.forward;
        }
        else
        {
            SecondaryHandRay.origin    = OVRInput.GetLocalControllerPosition(OVRInput.Controller.RTouch) + cameraPos;
            SecondaryHandRay.direction = OVRCamera.rightControllerAnchor.forward;
            DominantHandRay.origin     = OVRInput.GetLocalControllerPosition(OVRInput.Controller.LTouch) + cameraPos;
            DominantHandRay.direction  = OVRCamera.leftControllerAnchor.forward;
        }

        InputDemuxer.SetInputState(Buttons, DominantHandRay, SecondaryHandRay);
    }
コード例 #2
0
ファイル: DesktopInputHandler.cs プロジェクト: tomlangan/VRTD
    // Update is called once per frame
    void Update()
    {
        Dictionary <InputState.InputIntent, bool> Buttons = new Dictionary <InputState.InputIntent, bool>();

        //Detect when there is a mouse click
        if (Input.mousePresent)
        {
            //Create a ray from the Mouse click position
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);


            //Initialise the enter variable
            float enter = 0.0f;

            if (MousePlane.Raycast(ray, out enter))
            {
                //Get the point that is clicked
                VirtualHandPosition = ray.GetPoint(enter);

                //Move your cube GameObject to the point where you clicked
                VirtualHand.transform.position = VirtualHandPosition;
            }


            float xRelativePosFromCenter = (Input.mousePosition.x - (Screen.width / 2)) / Screen.width;
            float zPos = Input.mousePosition.y / Screen.height;
            float zRelativePosFromCenter = zPos - 0.5F;
            if (InputMode == PlayerTargetManager.InputTarget.TowerDefenseScene)
            {
                // Black magic that needs to change if we ever change the camera position!
                Vector3 SelectionRayTarget = new Vector3((70.0F * xRelativePosFromCenter) - 2.0F, 0.0F, (100.0F * zRelativePosFromCenter) + 15.0F);
                VirtualHandDirection = (SelectionRayTarget - VirtualHandPosition).normalized;
            }
            else if (InputMode == PlayerTargetManager.InputTarget.MenuScene)
            {
                VirtualHandDirection = new Vector3(10.0F * xRelativePosFromCenter, 10.0F * zRelativePosFromCenter, 20.0F);
                VirtualHandDirection = VirtualHandDirection.normalized;
            }


            Buttons[InputState.InputIntent.Selection]      = Input.GetMouseButtonDown(0);
            Buttons[InputState.InputIntent.MissileTrigger] = Input.GetKeyDown(KeyCode.X);


            if (Input.GetMouseButton(1))
            {
                Vector2 currentPos = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
                if (wasMiddleClickEnabled)
                {
                    MiddleClickMouseMovement = currentPos - PreviousMiddleClickMousePos;
                }
                PreviousMiddleClickMousePos = currentPos;
                wasMiddleClickEnabled       = true;
            }
            else
            {
                MiddleClickMouseMovement = Vector2.zero;
                wasMiddleClickEnabled    = false;
            }

            InputDemuxer.SetInputState(Buttons, new Ray(VirtualHandPosition, VirtualHandDirection), new Ray(VirtualHandPosition, VirtualHandDirection));
        }
    }